The Torg RPG is a cinematic action-adventure game, readily seen in the celluloid and digital care of many of the movies of our real world, though based in a time of war against that which had existed only in the imagination. Here you will find the guidelines of how we play this game.

The Infiniverse is new, the result of a struggle older than the cosm of Core Earth, older than any cosm. Legends say that when Apeiros fled The Place to escape the frenzied destruction of the Nameless One, it created the first cosm. Then Apeiros created another, then a score of dozens more. Soon the entire cosmverse was filled with the cosms of its creation. Yet for all of these cosms there was only one cosmverse, the sum of all the cosms which had been created.

The Nameless One created and sent Darkness Devices, filled with shadows of its own destructive power, through the multidimensional seams bounding The Place. The Darkness Devices chose the strongest and most creative from among the races inhabiting the cosmverse, and created the High Lords. When the High Lords invaded Earth’s cosm, the Possibility Wars on our Earth began, much as they had across hundreds of other Earth's over centuries of conflict.

As recounted in The Nightmare Dream (third novel of the Possibility Wars trilogy), Storm Knights -those who resist the Possibility Raiders- confronted High Lords, and a would-be High Lord, in Dreamtime. While the
Storm Knights had the advantage in Dreamtime (a place conducive to creation sprung from possibilities), the power of the High Lords and the circumstances of the confrontation marred their plan. The most disastrous
consequence was a patterning of possibilities, dread possibilities, which acted as a beacon for the Nameless One. Attenuated, weakened by the convoluted dimensional path necessary to reach Dreamtime, the power of the Nameless One still threatened to overwhelm Dreamtime and the cosms
connected to it.

The miracle which halted the growth of that power is documented in The Nightmare Dream. A contradiction was soon created, as the cosms began to reject the possibility of the Nameless One. The Everlaw of One immediately began to diminish the entity’s power. In response the Nameless One destroyed the Everlaw, allowing contradictions to exist. Freed from the constraint of the Everlaw of One, Apeiros and creation responded by replicating the cosmverse, creating an infinite number of copies, many differing only in small details from other cosmverses, some identical, some varying greatly from others. The Nameless One’s power was stretched across all the cosmverses. In most the Everlaw of One was restored, and quickly eliminated the residue of the Nameless One’s power from that cosmverse. In some the Everlaw of One was not restored, or not restored fully; the cosmverses were destroyed (or are being destroyed) by the Nameless One.

But again the Void and the Nameless One had failed to completely destroy Apeiros and Eternity. In fact creation was now far larger than it had ever been, for where there had been one Cosmverse, there are now as many as there are numbers. There is now the Infiniverse.

NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.

Each gamemaster is assumed to be running their campaign in a cosmverse which is exclusive to their version, by understanding, of Torg. Their Nile Empire is in a different cosmverse than the Nile Empire being run by her friend, also different from the Nile Empire being run by another gamemaster a thousand miles away. However, all three are still part of the Infiniverse. In each campaign the Possibility Wars are being fought, and the events, victories and defeats in each can cause perturbations which are felt in other cosmverses.

If you wish to have your cosmverse be part of the grand story of the Possibility Wars throughout the Infiniverse, the original campaign game newsletter was our link to those other cosmverses which were also fighting the High Lords. Were a MMORPG to be made for the Possibility Wars, the Infiniverse would be included in some form of the game, where all groups of Storm Knights would have an effect on the war in a cumulative fashion.

There were several things included in each issue of Infiniverse, which was released irregularly, at best, though West End Games attempted to do so monthly. Toward the beginning of 1995, unfortunately, as the game began to wind down, Infiniverse was all but no longer published. This was the true death knell of the game, which soon ended inauspiciously, with no viable means of ending the war, despite the publication of Wars' End.

Through hand-swaps (Omni Gaming Products {1995-2004}, West End Games via Purgatory Publishing {2004-2010}) and non-profit efforts to keep the game alive, through Infiniverse and various online sources and Play-by-Forum/Email games, Torg has more or less been kept alive, more as a cult classic and less a mainstream game than it really deserves to be. In 2010 the Torg IP was sold to Ulisses Spiele in Germany, with the promise that a 2nd Edition actually would be made, though only in German, for the time being. Nothing has been forthcoming in more than three years (as of 20 July 2013).

The Infiniverse resources of the past, as compiled and stored, will be used in our game, as appropriate, to give background information, context, and potential adventure points for our game. The following post will introduce the general chapters and sections from Infiniverse, along with their general purposes that were used for the original game, and will be used, as explained, for ours.

NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.

Each of these chapters or sections of the Infiniverse will be added to their historical monthly happenstance. As our party plays through our version of the Possibility Wars, actions may change the original outcomes. Indeed, considering this game has been more or less dead for eighteen years, the effects of our party on the world will be fairly powerful.

Dispatches are bulletins describing events and discoveries (or possibly characters) in the realms. They are confirmed happenings in the Infiniverse. Dispatches may be anything from adventure hooks or leads, to specific encounters, scenes, items, events, anything which could be happening in the realms. They were numbered for use in the response form made available for mailing; all forms that were submitted by active play groups back then were compiled, and the direction of the war determined. In retrospect, this was a great idea, but it was done poorly; had the internet been widely available at that time, perhaps the Infiniverse would have been a good deal more accurate, ideas for what was to happen in the war developed more fruitfully.

Rumors are unconfirmed reports and discoveries. It is up to you and your players, and the other campaigns in the Infiniverse, to determine whether or not the rumors are true. They are the gossip, the whispered fears overheard by traveling Storm Knights. Rumors may be adventure hooks, locations, encounters, scenes, items, events ... just about anything possible, and probably a few which are not. When characters, items, or other information is given, it is the best information available to Storm Knights. Items may not be all they are cracked up to be, and characters may prove to be tougher, or simply nonexistent. Like the Dispatches, these were numbered for use in the response form.

New Stuff was premiered throughout the production of the magazine; new rules, new characters, places, and evil plots in the Infiniverse. Some foreshadowed events which were to be published later in a more expanded version, while some of the material only appeared in the pages of Infiniverse. Sometimes what was printed where depended on how events went in the overall Infiniverse campaign; if the villains were foiled in game play, certain products were altered (or simply not released). Alternately, if the bad guys got the upper hand in game play, some products gave Storm Knights a far more vicious time than what was originally planned. It was a truly collaborative campaign, between the Player groups of that time, the other gamemasters of Infiniverse, and West End Games.

For our game, I will pick and choose the things that will inform the game, as opposed to bogging it down in minutiae you do not need to know, or giving you knowledge neither your Character's nor you would know, that may be used in games down the road, instead.

Letters: Infiniverse was the publication which linked campaigns with West End’s plans for the Possibility Wars. Player group feedback was valuable to WEG, and part of that feedback were those letters. They selected and published letters which raised questions about the rules or the mythos, speculated as to what might be happening in the Possibility Wars, or commented on what they had done in the game by that point. Many of these letters were entertaining to read, helped clarify issues in the game, which we may or may not use in our game, and many of which were accounted for within Torg 1.5 Revised and Expanded at the time. I will try to include only the ones I feel are fun to read, or are relevant to our game.

Herald Messages were sent by other players. These were generally shorter and more pointed, having an in-game affect according to the Group Power of the same name. I will include nearly all of these, because they're generally fun to read.

NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.